Abstract | ||
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novel hybrid level-of-detail LOD algorithm is introduced. We combine point-based, line-based, and splat-based rendering to synthesize large-scale urban city images. We first extract lines and points from the input and provide their simplification encoded in a data structure that allows for a quick and automatic LOD selection. A screen-space projected area is used as the LOD selector. The algorithm selects lines for long-distance views providing high contrast and fidelity of the building silhouettes. For medium-distance views, points are added, and splats are used for close-up views. Our implementation shows a 10×speedup as compared with the ground truth models and is about four times faster than geometric LOD. The quality of the results is indistinguishable from the original as confirmed by a user study and two algorithmic metrics. Copyright © 2014 John Wiley & Sons, Ltd. |
Year | DOI | Venue |
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2014 | 10.1002/cav.1582 | Computer Animation and Virtual Worlds |
Keywords | Field | DocType |
level of detail | Data structure,Computer vision,Fidelity,Computer graphics (images),Projected area,Simulation,Computer science,Level of detail,Ground truth,Artificial intelligence,Rendering (computer graphics) | Journal |
Volume | Issue | ISSN |
25 | 3-4 | 1546-4261 |
Citations | PageRank | References |
1 | 0.37 | 22 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Shengchuan Zhou | 1 | 1 | 0.71 |
Innfarn Yoo | 2 | 21 | 2.69 |
Bedrich Benes | 3 | 1276 | 80.15 |
Ge Chen | 4 | 70 | 3.93 |